Animation Modelling


Animation modelling was a technique I’d never used before. Its use is mainly in simulating fabric, as those are difficult to edge model and only a little easier to sculpt. I used it to model the curtains to create a believable swish, using this video as a reference.

The way it was done was by using a cloth modifyer on a subdivided plane, and adding self-collisions to every other vertice on the top in a vertex group so that when you press “play” on the lower screen, the plane comes to life and makes a nice drape with bunched fabric at the top. Then, when you export as .fbx, the plane should stay in its simulation. I experimented with the subdivisions on the long and short versions of the curtain, keeping the polycount as low as feasibly possible.

Untextured curtains
Textured curtains
Final Unity version

Leave a Reply

Your email address will not be published. Required fields are marked *